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Discussion in 'MMO Emulators' started by TheYanger, Jul 30, 2016.
Are we nearly there yet?
I am playing TESO at the moment and it is surprisingly decent. I like occupying my brain and time with something and that game has an insane amount of content and it is mostly enjoyable. But the combat is so fucking shit... Almost the whole time I am playing it, I am dreaming of Vanguard. I would much rather be playing Vanguard... I can't believe there weren't enough people to keep one server alive... I levelled up one of every class to 50 and never got bored of it. And now all those characters are lost, I would happily do it again on an emu. I wish I could do something to speed it up.
Word on the street is it's going to be a while
long enough for you to learn LUA or something and maybe contribute!
But I want it now
I started learning C# but it is hard and I did it for a whole 2 weeks and still can't make my own MMO yet. I am disappoint.
I can however make a calculator which I hope to remake with CryEngine and make a million dollars.
Are you guys gonna make this so that there is a package people can have to run their own servers? And is there any chance we would be able to play the game offline?
Love you long time Xinux and crew! Keep up the great work!
Yes and Yes but that is going to be awhile.
That is awesome
You guys should have a web page that shows % completion of the project so we can check in to see where you are up to with quests and combat etc. Also can you get more people to help speed it up? Can non programmers contribute anything? I am dying to play this game again.
We have this but it is a little behind our progress i'll try and update it this week.
I'll also see about adding a list somewhere with the chunks and current scripted quest count.
Great work. That bit about private servers and playing offline made my day. It is the only way to preserve the game forever, it can't be shut down again if we can play offline! And hopefully with private servers there could be some with interesting rulesets. Wish I could do something to help this project.
Latest SVN Updates:
Add: Implemented Fall Damage
Add: Pet should now despawn and UI elements remove when you die
Update: NPC's should visually react faster when combat starts.
Update: If character is invul they will not take fall damage
Update: Removed unused code
Add: spell_aggro addition to handle spells that should and shouldn't aggro on cast.
Added a function to get the targets of the casters group. If no group, it just returns the caster object.
Post in the combat/spells sub forum for usage directions. Tested fine in solo and group environments on my test server.
Detrimental effects now can cause agro. See explanatory post in Combat/Spells sub forum.
Added GetTickTarget function for our spell scripters.
Fix for duplicate bug reports being saved to the database (client based bug, filtering out the bad packets)
Few small memory leaks
Patch for a destructor possibly being called twice on an object pushed to Lua...
don't think this would affect our code at all but doing it anyway since it's 3 lines
Beware of Lua finalizers in C modules!
Update: Lowered fall damage some. You can now get skill hits on safe fall also the higher the skill the less damage you will take now.
Update: comments on unknown70 for items
SQL update for cash items with no sell value
Added: Sending of character buyback items on login
Added: Sending of buyback items when you open the buyback tab
Added: Most items that should not stack should no longer stack.
potential fix for a crash related to reading packet bunches
Added: Cleanup of character buyback items on character save.
fix for iterator crash (needed a mutex lock)
Added handling for snare effects. Lua functions to use are the ApplySnare and ApplySnareTargets functions. See the spell script for the necromancer Torment Line.
Not fully functional yet though. The code is doing what its supposed to do and I can see the attribute module sending the updated speed with the right multiplier,
but the npc is not behaving correctly. On first cast, the npc appears rooted in place until the snare wears off and then it moves, but cannot be slowed down by
subsequent snares. Logging of AttrNPC shows the correct values being sent. We'll need to check consistency of how we are sending speed updates between attribute
code and other sources.
Added: Group experience
Added: Kill quests should now count for all members in your group in range.
Added: Loot sparkles should now appear to all group members.
Added: NPC corpse is now only loot-able by the character or group that killed it.
Update: Fix for invalid character crash.
Added: GetLootOwner() & SetLootOwner() functions
Added in handling for directional cone and frontal ae spells in the targetting function.
Also added in ResetSpellTargets function that will rerun the targetting function
(useful for ticking spells like Aegis of Blades).
min range checks on spells
Added the .reload loot command
Fixed a couple minor bugs that were reported on
Fixed/cleaned up some minor issues found while bug hunting
fix for cool down syncing for spells with the same spell line but different cool downs
(wouldn't happen with any standard spells that I know of, just for custom spells)
Update: Code clean up of manual building of packets to use the existing function.
Update: Fix for auto attacking non-attackable NPC's
Added: Changed all manual built packets of WS_ServerResponseMessage to use one function
Added: 480'ish Server Response packet defines
Update: Made Location ID easier to see in .spawn details
Implemented: pet targeting, initial health cost on spells, error messages when you don't have the resources to cast a spell
Tweaked: Changed the character POI save query to INSERT IGNORE
SetIsAttackable lua function
WS_ClientBardSaveSong and WS_ServerBardSaveSong
Quick fix for GivePlayerDiplomacyCard to return a 1 or a 0 to the lua script.
Scripters will need this value to determine if the inventory card should be destroyed or not.
replaced all strerror calls with strerror_s
Update: Crash fix
Added: Quest ID will show after the quest name for easier redoing quests and reports.
Update: NPC's should now be able to follow other NPC's
Some updates to targeting code.
Spell Chains, counters, rescues etc should now display properly.
Update: Follower movement should look better
Update: Commented out deadlock per Faux
more bard song structs
Fixed mutex deadlock for removing effects on death. Removal of Tick Timers in the RemovePawnTimedEffects is commented out for now
since its redundant and can occasionally cause heap corruption (two routines trying to delete the same memory).
The Tick Timers will get cleaned up by the CheckSpellTickTimers routine anyway.
Support for loading of npc default attributes from the database. Also added in some tuning of mob hp levels (See post in combat sub forum)
Added: Range attacks (bows/xbows etc etc) will no longer turn on auto attack.
Added: LFG Search should now return players that are LFG
Saving/loading for bard songs (no functionality as far as playing songs, just UI packets)
Tweaked DB code to allow for multiple queries in one shot
Added: PVP and IsPVP lua functions
Added: IsPVP() and PVP to UnrealPawn
Update: More tweaks to PVP
Update: Arena should be working now for PVP
Update: Fix for quest rewards not showing.
Added: Regen now takes the characters level in to account.
Added: Bindstones will mow have the intractable icon when you mouse over them.
Added: Movers will now take draw_scale values.
Added: Vendors will no longer buy Quest or No Sell items.
Updated: You will no longer be stuck in combat when a mob leashes.
re-ordering of item/quest loading
moved a bunch of loading function to WorldDatabase::LoadDataLists
Update: Shadow Step should no longer cause the global cool down.
Fixed: Mobs should no longer stand still when snared.
Update: Characters should no longer get stuck in combat if they aggro without attacking
Update: Random coin chance is now using a rule
Added: RandomItemChance and RandomCoinChance rules
I hate it when my packet gets bunched. I read your link that shows progress, you guys have done a lot! Still seems a lot of work to do though but at first glance at least, it looked like you guys are maybe 60-70% complete. But I don't know if the missing stuff is harder, maybe it is. Or maybe it is easier and you are more like 90%! Either way, I will continue to think of Eric Cartman ways to freeze myself so I can defrost when this game is ready.
All I want for xmas......
Keep up the good works!